RE: 12 Facts about the Yamato module
I think that right now what the game needs the most is a trustless market...let me explain myself a little bit:
The players yet to come are the more valuable asset of this game, we (early adopters and the team) have to realize that it's not worthy to start ranting for 50k Steem on the reward pool... we have to focus our eyes on what we want this game and its economics to be one year ahead. For instance, as soon as more people know (through marketing efforts we all shall contribute to) that you can be rewarded by playing a game that allows you to enjoy your time on it, the game itself surely will work as a magnet. Here is where drugwars failed badly by creating a pyramid-like scheme to distribute their rewards and not providing any incentive to make in-game purchases... this spot is also were splintersland succeeded the most, before even creating the actual card battling system, they created a market and all hiped players spent lots of Steem to get cards directly from other players, Splinterlands team only took a fee of that transaction, so al FOMO buyers cannot blame the developers for expending crazy amounts at the beginning. Also, their income stream doesn't rely on the Steem rewards pool, thus cards there are "backed" by others players money... hence we see an Alpha pack being sold at 5-6$ on steem-engine, that's a massive 150.200% profit.
Imo, nextcolony can learn from the successes and mistakes of other dapps, I like the ideas I just read about the Yamato module, but they lack the ability to integrate the whole community into the new wars that will be fought... why? because you can't expect every single individual to be included in a powerful alliance and have a superb role there that incentivizes him/her to keep playing the game on a daily basis... As the game evolves it's complexity level also goes up, and new players will have a nightmare finding out which is the successful (aka profitable) way to play. I'm not saying to simplify the game or make it easier to new players, I just think that we have to incentivize them properly to stick on the game because there's a way to actually get some rewards out of it. For instance, what if anyone could sell his/her little scout, patrol, cutter, corvette, etc for a small amount in a trustless and 100% transparent market? What if newbies have a spot showing them how much they can make if they are able to successfully sell dreadnoughts and thus they have an actual "goal" to pursue no matter the time it takes? Planets price should also be displayed this way so players can have an estimate of how much is their accounts worth...
But hey, those are just my two cents.
I agree on all of your points.
We are watching all the dApps on this blockchain. I'm a big fan and this motivates me.
You're right and I can't promise whether this will work the way we plan. We'll see about that. Of course it's not a 360-degree-solution, because for NextColony there's no such thing as a 360-degree-solution, there's just a lot of small elements that could be a solution as a whole.
There are a couple things that we have to solve that make our work more difficult. For example 99 out of 100 options (to distribute rewards) are no solution as they can be infiltrated by bot farms too easy. Of course, we don't want to give out rewards to bot farms.
The Yamato module is not a 360-degree-solution, it is as a further step.
The Yamato update is of course also the fulfillment of a promise we made at the start. Legendary planets will soon have a worthy place in the game.
This is what I like about Nextcolony the most, you guys make big efforts to comply with your self-stablished goals which is great.
Regarding bot farms, I think that the scenario where we have some small and powerful groups is unavoidable... Why? Because there are some people with huge pockets and there are people who will form effective alliances and create powerful armies... But those ones will not be the majority of the players, hardly the 5-10% of them. The game needs to keep 100% of their userbase engaged with the game. My proposal is to accept the fact that premium features and successful cluster of players will gain an unbreachable gap and grant the majority of the players a way to play a role in that scenario and also get some rewards on the process.
For instance, if the market I proposed does really gets released. You could create the incentives for big pocket players to buy stuff from average players...it can be allowing some sort of crafting that requieres a material which can only be crafted from some item linked with the id of each active account, how to minimize the effect of bot farmers? Add some randomness to the selection of the accounts, boters will always have and advantage but the game would not be broken.
Also, allowing some kind of merchant role. For instance in order for big pocket players to claim big rewards let them deploy to the Earth some material which can only be transported by other active account, randomly selected from a list on a market... Also, letting offer and demand drive the price of the rewards obtained from the active players factoring in the fee they charged in the potential reward they could get from the big pocket player...
I dunno if any of this is doable, you're the tech savvy guys...just keep enjoying the work you do because doing so you will have your creative boosted and will surely come up with a great idea to address this issues.
Best regards.
This is exactly the path.
I'am so happy, that we have such smart players on board.
Thanks for your input!
I can't talk about bot farms that much in public. They read along.
Have you considered the political elements behind this post?
Anyway, I take up front this question: Is Yamato module a decision that favors NextColony's oligarquies?
The first sentence is to vague for me to give you a proper reply even if I try my best to do so. Feel free to elaborate more what you want to know and I will give you the best reply I can manage to write.
As for the second question, I'm a scientist so I prefer to go over the facts. Of course, at first glance it seems like the top players are putting more ground between them and the other players, but @nextcolony team stated that there's a dynamic variable that allows then to adjust the rate so it can remain "balanced"... what is the equilibrium point remains yet to be seen but hey! So far they have been creating a very nice game and they have been quite straight forward with what they intend to do. So people can get an idea of what this is all about and can walk away any time they wish so.
Thanks for taking the time to read my comment.
Best regards.